Hello,
I need help or explanation of how to make use of Resolution Scaling Mode and FixedDPI in order to possibly solve a performance issue on Android devices with very high screen resolutions.
From what I’ve read of the descriptions of these two settings, they are related, but A. I’m not sure if I understand what they do correctly, and B. I don’t know in what manner to manipulate the settings:
The high level assumption I have based on the above links is that I can set a maximum resolution the game will render to and if the screen is higher than that, it will “scale” the render buffer up to that screen’s size rather than be rendering/calculating every pixel that the higher res screen supports. Is this a correct assumption? If so, then HOW do I calculate what values I should set the "FixedDPI" settings as well as the “Scale Factor” found under Quality settings? It’s confusing.
I have done much Googling and only found a ton of examples about scaling UI to various screen sizes and this is NOT what I need (already very well acquainted with multi-size UI layouts).
My use case is this: My game is set up for 1920x1080. If the device has a 4k screen, I don’t want the engine trying to render for 4k (it’s too demanding and frame rate suffers). I want it rendering for 1080P and then scaling the result up, which is what the Unity Manual explanation for those settings I mentioned and linked to above seems to imply is exactly for this.
HELP!
(Posted this to “graphics” and not “Android” forum because this is issue could apply to any platform really. It’s about screen sizes and pixel density more than OS).